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This operator (Alt + D) allows users to explicitly create a linked copy
of a group node (same current behaviour for the Duplicate operator).
The duplicate operator (Shift + D) now takes the new User Preference
duplicate data option for Node Tree into account. It is by default
disabled, leading to no functional change for users.
Although we could make in the future make this option "on" by default,
to make it consistent with the rest of Blender we do not at the time.
Differential Revision: https://developer.blender.org/D16210
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The confusion is about World as an ID type, and the World coordinates.
Use no context for the latter, and either `BLT_I18NCONTEXT_ID_WORLD`,
or other more fine-grained contexts when needed as part of enums for the
former.
The message from the custom HDRI installation operator cannot be
disambiguated right now, because Python enums don't support contexts.
Ref T43295
Reviewed By: mont29
Maniphest Tasks: T43295
Differential Revision: https://developer.blender.org/D16194
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Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
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This is a new implementation of the draw manager using modern
rendering practices and GPU driven culling.
This only ports features that are not considered deprecated or to be
removed.
The old DRW API is kept working along side this new one, and does not
interfeer with it. However this needed some more hacking inside the
draw_view_lib.glsl. At least the create info are well separated.
The reviewer might start by looking at `draw_pass_test.cc` to see the
API in usage.
Important files are `draw_pass.hh`, `draw_command.hh`,
`draw_command_shared.hh`.
In a nutshell (for a developper used to old DRW API):
- `DRWShadingGroups` are replaced by `Pass<T>::Sub`.
- Contrary to DRWShadingGroups, all commands recorded inside a pass or
sub-pass (even binds / push_constant / uniforms) will be executed in order.
- All memory is managed per object (except for Sub-Pass which are managed
by their parent pass) and not from draw manager pools. So passes "can"
potentially be recorded once and submitted multiple time (but this is
not really encouraged for now). The only implicit link is between resource
lifetime and `ResourceHandles`
- Sub passes can be any level deep.
- IMPORTANT: All state propagate from sub pass to subpass. There is no
state stack concept anymore. Ensure the correct render state is set before
drawing anything using `Pass::state_set()`.
- The drawcalls now needs a `ResourceHandle` instead of an `Object *`.
This is to remove any implicit dependency between `Pass` and `Manager`.
This was a huge problem in old implementation since the manager did not
know what to pull from the object. Now it is explicitly requested by the
engine.
- The pases need to be submitted to a `draw::Manager` instance which can
be retrieved using `DRW_manager_get()` (for now).
Internally:
- All object data are stored in contiguous storage buffers. Removing a lot
of complexity in the pass submission.
- Draw calls are sorted and visibility tested on GPU. Making more modern
culling and better instancing usage possible in the future.
- Unit Tests have been added for regression testing and avoid most API
breakage.
- `draw::View` now contains culling data for all objects in the scene
allowing caching for multiple views.
- Bounding box and sphere final setup is moved to GPU.
- Some global resources locations have been hardcoded to reduce complexity.
What is missing:
- ~~Workaround for lack of gl_BaseInstanceARB.~~ Done
- ~~Object Uniform Attributes.~~ Done (Not in this patch)
- Workaround for hardware supporting a maximum of 8 SSBO.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D15817
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Several visual tweaks to node links to make them overall fit in
better with the look of the node editor:
- Change the link thickness with the zoom level to a certain degree.
- Remove the fuzziness of the node link and its shadow/outline.
- The link outline color can now be made transparent.
- Add circles at the end of dragged links when connecting to sockets.
- Improve the banding of the color interpolation along the link.
- Adjust the spacing of dashes along straight node links.
Reviewed By: Pablo Vazquez, Hans Goudey
Differential Revision: http://developer.blender.org/D15036
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Those strings were at least partly disambiguated:
- Area
- Zone
- Measurement
- Ease
- BBone Ease In / Out
- Back
- Camera BG image depth
- GP interpolate sequence
- Edge Crease
- Theme
- Jitter
- Brush
- GPencil
- Lens distorsion compositing node
- Cineon color management
- Black
- Gamma
- White
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15791
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Since VBO stands for vertex buffer object it should always be uppercase.
"Vertex" in "vertex buffer object" should only be capitalized at the
beginning of a sentence.
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This behavior is now implicitely controlled by the 'Make' operations,
based either on context or selected items.
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This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
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openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.
To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.
This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.
Ref D15291
Differential Revision: https://developer.blender.org/D15470
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This commit doesn't implement any new feature but makes the new curves
object type no longer experimental.
Documentation:
* https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair
* https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html
Note: This also makes the Selection Paint tool available. This tool
should have been moved out of the "New Curves Tool" flag when we got the
selection drawing to work.
Differential Revision: https://developer.blender.org/D15402
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This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.
This removes the 'make override - fully editable' menu entries.
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Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views
Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.
Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
(solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
column, rather than leaving a big empty block at the right if there's
not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.
No user visible changes expected since the grid views aren't used for
anything yet.
This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.
Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
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Add the following macros for enums as support for these features wasn't
all that obvious and there were some inconsistencies in their use.
- RNA_ENUM_ITEM_HEADING(name, description)
- RNA_ENUM_ITEM_SEPR
- RNA_ENUM_ITEM_SEPR_COLUMN
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The acquire locking of the draw manager introduced other issues.
The current implementation was a hacky solution as we know that the
final solution is something totally different {T98016}.
Related issues:
* {T97988}
* {T97600}
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Now there are two experimental feature options:
* "New Curves Type": Enables the new data type and a couple of tools
that are meant to be in the first release that comes with the new curves object.
* "New Curves Tools": This is only available when the new curve type is available
as well. It mainly exists to keep some tools experimental even after the initial
curves object is release officially.
* For now this only includes the curves edit mode which is not usable yet and
probably won't be for the initial release.
Differential Revision: https://developer.blender.org/D14840
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Remove the experimental option for named attributes nodes show they are
always available.
Ref T91742
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Unlike regular selection cycling that is activated when clicking again
in the same location, object mode would cycle to another object
if the object that was selected happened to already be active.
This made it impossible to click-drag to tweak the active object
if there were other objects behind it as those would be activated first.
Resolves T96752.
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color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
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This only adds a experimental flag to enable the 3d texturing brush,
so future developments could check. Currently the flag does nothing
as no functionality of the 3d texturing brush has been implemented.
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This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
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This commit makes the dot grid used as background in the node editor
more visually stable when zooming in and out.
The dot grid now uses a continuously subdividing pattern, where
each level of subdivision divides the previous five times, similar to
the line grid in the 3D viewport.
The maximum for the "Grid Levels" theme setting is changed to 3, since
any further subdivisions are too small to be visible.
The "Grid Levels" value for the default themes "Blender Dark" and
"Blender Light" is therefore changed to 3, as well.
Reviewed By: Hans Goudey, Pablo Vazquez
Differential Revision: http://developer.blender.org/D13302
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Missed in fe1816f67fbc6aaf383ec
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Object mode selection does a kind of cycling that excludes the active
selected object. This is separate from regular selection cycling which
is enabled when clicking multiple times without moving the cursor.
This has the down-side that clicking on an object to drag it always
selects the object behind it (in the case of overlapping objects).
Since object mode selection is fundamental functionality, this is
exposed as an experimental preference for user feedback & testing.
See T96752 for details.
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Rename OpenGL to GPU, Show to Text Info Overlay, and various other tweaks.
Differential Revision: https://developer.blender.org/D14344
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This is supposed to hold the latest improvement from the EEVEE rewrite branch.
Note that a restart is necessary in order for the engine to appear.
The registration code is a bit convoluted as it needs to be after the WM_init.
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943b919fe807b535586 missed removing the experimental
option and the nodes from the add menu.
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This commit adds three nodes:
- `Remove Attribute`: Removes an attribute with the given name
- `Named Attribute`: A field input node
- `Store Named Attribute`: Puts results of a field in a named attribute
They are added behind a new experimental feature flag, because further
development of attribute search and name dependency visualization will
happen as separate steps.
Ref T91742
Differential Revision: https://developer.blender.org/D12685
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Add 'ID_ACTION' context to some animation curve interpolation enums.
Related to T95506/T43295.
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User request since adding this option in:
51975b89edfcc02131f1f8248e1b3442ea2778fa
When disabled, use the previous behavior when orbiting a camera view.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".
This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.
The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.
Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
since that is also used by the old hair particle system.
Differential Revision: https://developer.blender.org/D14007
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Now all proxies will always be converted to library overrides. If
conversion fails, they are simply 'disabled'.
This should be the last 'user-visible' step of proxies removal.
Remaining upcoming commits will remove internal ID management, depsgraph
and evaluation code related to proxies.
Also bump the blendfile subversion.
Part of T91671.
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Adds an "Asset Indexing" option (enabled by default) to Preferences >
Experimental > Debugging. This is useful when working on the asset
library loading.
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This evaluator is used in order to evaluate subdivision at render time, allowing for
faster renders of meshes with a subdivision surface modifier placed at the last
position in the modifier list.
When evaluating the subsurf modifier, we detect whether we can delegate evaluation
to the draw code. If so, the subdivision is first evaluated on the GPU using our own
custom evaluator (only the coarse data needs to be initially sent to the GPU), then,
buffers for the final `MeshBufferCache` are filled on the GPU using a set of
compute shaders. However, some buffers are still filled on the CPU side, if doing so
on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose
logic is hardly GPU compatible).
This is done at the mesh buffer extraction level so that the result can be readily used
in the various OpenGL engines, without having to write custom geometry or tesselation
shaders.
We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in
order to control the data layout, and interpolation. For example, we store vertex colors
as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float
types.
In order to still access the modified geometry on the CPU side, for use in modifiers
or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`.
Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will
create such a wrapper if possible. If the final subdivision surface is not needed on
the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used.
Enabling or disabling GPU subdivision can be done through the user preferences (under
Viewport -> Subdivision).
See patch description for benchmarks.
Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport
Differential Revision: https://developer.blender.org/D12406
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The node group alpha theme was used for the overlay drawing in the node
editor. Since this was removed (919e513fa8f) the alpha channel doesn't
need to be exposed anymore.
Reported as part of T93654.
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Asset libraries should be directories on disk. By manually entering a
file path it was possible to have a single blend file as asset library,
but that was not a designed-for situation, and it doesn't play well
with the asset catalog system.
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This reverts commit 717a971035071d36af03d65713408f4da1f69cb3.
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